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split battle state into (so far) 2 states
[l2e.git] / src / battle / BattleState.h
1 /*
2  * BattleState.h
3  *
4  *  Created on: Aug 5, 2012
5  *      Author: holy
6  */
7
8 #ifndef BATTLE_BATTLESTATE_H_
9 #define BATTLE_BATTLESTATE_H_
10
11 #include "AttackTypeMenu.h"
12 #include "Hero.h"
13 #include "HeroTag.h"
14 #include "Monster.h"
15 #include "MoveMenu.h"
16 #include "../app/State.h"
17 #include "../geometry/Point.h"
18 #include "../geometry/Vector.h"
19
20 #include <vector>
21 #include <SDL.h>
22
23 namespace app { class Input; }
24 namespace graphics { class Sprite; }
25
26 namespace battle {
27
28 class PartyLayout;
29
30 // TODO: maybe split battle state into substates for each menu?
31 class BattleState
32 : public app::State {
33
34 public:
35         BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons)
36         : background(background)
37         , monstersLayout(&monstersLayout)
38         , heroesLayout(&heroesLayout)
39         , attackTypeMenu(attackIcons)
40         , moveMenu(moveIcons)
41         , moveChoice(-1)
42         , activeHero(0) { }
43
44 public:
45         void AddMonster(const Monster &);
46         void AddHero(const Hero &);
47
48 public:
49         virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
50         virtual void ExitState();
51
52         virtual void Resize(int width, int height);
53
54         virtual void HandleInput(const app::Input &);
55         virtual void UpdateWorld(float deltaT);
56         virtual void Render(SDL_Surface *);
57
58 public:
59         AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
60         MoveMenu &GetMoveMenu() { return moveMenu; }
61
62 public:
63         geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
64                 return geometry::Vector<int>(
65                                 (screen->w - background->w) / 2,
66                                 (screen->h - background->h) / 2);
67         }
68         int BackgroundWidth() const { return background->w; }
69         int BackgroundHeight() const { return background->h; }
70
71         void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
72         void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
73         void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
74         void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
75         void RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector<int> &offset);
76
77 private:
78         SDL_Surface *background;
79         const PartyLayout *monstersLayout;
80         const PartyLayout *heroesLayout;
81         AttackTypeMenu attackTypeMenu;
82         MoveMenu moveMenu;
83         std::vector<geometry::Point<int> > monsterPositions;
84         std::vector<geometry::Point<int> > heroesPositions;
85         std::vector<Monster> monsters;
86         std::vector<Hero> heroes;
87         std::vector<HeroTag> heroTags;
88         int moveChoice;
89         int activeHero;
90
91 };
92
93 }
94
95 #endif /* BATTLE_BATTLESTATE_H_ */